UpdateUVs() публичный Метод

Update the texture UVs used by the widget.
public UpdateUVs ( bool force ) : void
force bool
Результат void
Пример #1
0
        public void unexecute()
        {
            LayoutEditorWindow.RequestRepaint();
#if NGUI_3_5_8
            foreach (var p in UIPanel.list)
            {
                p.RebuildAllDrawCalls();
            }
#else
            UIPanel.SetDirty();
#endif
            // sprite 实时刷新
            foreach (UnityEngine.Object obj in Objs)
            {
                if (obj is UIWidget)
                {
                    (obj as UIWidget).MarkAsChanged();
                }
            }
            if (CmdName == "Sprite Change" && Objs[0] is UISprite)
            {
                UISprite sprite = Objs[0] as UISprite;
#if NGUI_3_5_8
                sprite.MarkAsChanged();
#else
                if (sprite.isValid)
                {
                    sprite.UpdateUVs(true);
                }
#endif
            }
        }
Пример #2
0
    /// <summary>
    /// Sprite selection callback function.
    /// </summary>

    void SelectSprite(string spriteName)
    {
        serializedObject.Update();
        SerializedProperty sp = serializedObject.FindProperty("mSpriteName");

        sp.stringValue = spriteName;
        serializedObject.ApplyModifiedProperties();
        NGUISettings.selectedSprite = spriteName;
        if (mSprite != null)
        {
            mSprite.UpdateUVs();
            mSprite.MarkAsChanged();
        }
    }
Пример #3
0
        public UIDrawCall GetDrawCall(UISprite uisprite)
        {
            GameObject obj = new GameObject();

            obj.transform.parent        = minMapRender.transform;
            obj.transform.localPosition = Vector3.zero;
            obj.transform.localScale    = new Vector3(0.1f, 0.1f, 0.1f);
            UIDrawCall dc = obj.AddComponent <UIDrawCall>();

            obj.layer = LayerMask.NameToLayer("2D");
            BetterList <Vector3> verts = new BetterList <Vector3>();
            BetterList <Vector2> uvs   = new BetterList <Vector2>();
            BetterList <Color32> cols  = new BetterList <Color32>();

            dc.material = uisprite.material;
            uisprite.UpdateUVs(true);
            uisprite.OnFill(verts, uvs, cols);
            dc.Set(verts, null, null, uvs, cols);
            dc.renderQueue = mainHeroSprite.renderQueue;
            return(dc);
        }